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Autore: |
Marcus Aaron
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Titolo: |
Design, User Experience, and Usability [[electronic resource] ] : 12th International Conference, DUXU 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part IV / / edited by Aaron Marcus, Elizabeth Rosenzweig, Marcelo M. Soares
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Pubblicazione: | Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023 |
Edizione: | 1st ed. 2023. |
Descrizione fisica: | 1 online resource (395 pages) |
Disciplina: | 005.437 |
Soggetto topico: | User interfaces (Computer systems) |
Human-computer interaction | |
Computers, Special purpose | |
Application software | |
Computer networks | |
Software engineering | |
Image processing—Digital techniques | |
Computer vision | |
User Interfaces and Human Computer Interaction | |
Special Purpose and Application-Based Systems | |
Computer and Information Systems Applications | |
Computer Communication Networks | |
Software Engineering | |
Computer Imaging, Vision, Pattern Recognition and Graphics | |
Altri autori: |
RosenzweigElizabeth
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Nota di contenuto: | Intro -- Foreword -- HCI International 2023 Thematic Areas and Affiliated Conferences -- List of Conference Proceedings Volumes Appearing Before the Conference -- Preface -- 12th International Conference on Design, User Experience and Usability (DUXU 2023) -- HCI International 2024 Conference -- Contents - Part IV -- Designing Learning Experiences -- The Attention of Students in the Metaverse: Practical Application -- 1 Introduction -- 2 Design, Ergonomics, and Teaching in the Metaverse -- 3 The Experiment -- 3.1 Technical Details -- 3.2 Activity Script -- 4 Results and Discussion -- 4.1 Avatar Movements -- 5 Conclusion -- References -- Interactive Design of Immersive First Aid Skills Teaching Based on Multimedia Devices -- 1 Introduction -- 1.1 Background of My Thesis -- 1.2 CPR and AED Bystander First Aid -- 1.3 Key Factors on AED Learning -- 1.4 Conclusion -- 2 Methods -- 2.1 Research Methods -- 2.2 Design Methods -- 2.3 Conclusion -- 3 Design Research -- 3.1 Current Situation of AED Learning -- 3.2 Market Research on AED Teaching Aid -- 3.3 Problems and Needs: Why Both Participants and Instructors Feel Inefficient? -- 3.4 Technical Feasibility -- 3.5 Conclusion -- 4 Product Design of Interactive Design of Immersive First Aid Skills Teaching -- 4.1 Prototype and Focus Group -- 4.2 Function Design of the Savebeats -- 4.3 Key Functions -- 4.4 Conclusion and Value -- References -- Interactive Video: Application in Narrative Competence Education of 1st to 3rd Grade Primary School Children -- 1 Research Motivation and Background -- 1.1 The Importance of the Development of Children's Narrative Ability -- 1.2 The Relationship and Impact of Interactive Video and Narrative Education -- 2 Core Concept Definition -- 2.1 Core Concept and Development Overview of Interactive Video -- 2.2 Core Concepts and Development of Interactive Movie Games. |
2.3 Relationship and Characteristics of Interactive Video and Interactive Movie Games -- 2.4 The Core Concept of Narrative Competence -- 2.5 Structure of Interactive Narratives Types -- 2.6 Comparison of Development of Video and Interactive Video for Children in China and Abroad -- 3 Experimental Details -- 3.1 Research Design -- 3.2 Research Questions -- 3.3 Research Hypothesis -- 3.4 Participants -- 3.5 Research Materials and Procedures -- 4 Research Conclusions and Educational Recommendations -- 4.1 Research Conclusions -- References -- Optimization Strategy of Guidance Methods of Online Education Information Transmission -- 1 Introduction -- 2 Theoretical Basis -- 2.1 Information Transmission in Online Education -- 2.2 Interaction Guidance -- 2.3 Digital Media Screen Size Difference -- 3 Research Method -- 3.1 Prior Knowledge -- 3.2 Learning Effect -- 3.3 Learning Satisfaction -- 3.4 Learning Engagement -- 4 Research Design -- 4.1 Experimental Materials -- 4.2 Experimental Procedures -- 5 Research Results -- 5.1 Results of Analysis of Covariance for Learning Effects -- 5.2 ANOVA Results of Learning Satisfaction -- 5.3 ANOVA Results for Learning Engagement -- 6 Conclusion -- References -- Multimedia and Multisensory International Learning: Making a Case for Going Beyond the Screen During Creative Virtual Exchanges -- 1 Introduction -- 2 Media Benefits and Limitations in Virtual Exchange -- 2.1 Using the Intercultural Development Inventory (IDI) in COIL -- 3 Multimedia and Multisensory Intercultural Learning -- 3.1 Multimedia Learning Theory -- 3.2 Multisensory Experiences Go Beyond Multichannel Learning -- 3.3 Media Richness and Social Presence -- 4 The Medium is Still the Message-And the Motivation -- 4.1 Recent Case Study Findings -- 5 Conclusion -- References. | |
A Focused Exploration About How Technologically Enhanced Educational Approaches Can Positively Foster Early Childhood to Young Adult Learning and Creativity -- 1 Introduction -- 2 Using Technology to Devise and Navigate Learning Paths: Better Beginnings and Approaches -- 2.1 Utilizing Technology to Open Effective Learning Paths -- 3 Educational Siloing: Its Critics, and Responses -- 3.1 Information Communication Technology (ICT): Curricular Facilitation and Scaffolding -- 4 Technology Enhanced Education: A Practical Reflection -- References -- VR and AR Application in Academia, Overview in the Middle East Universities -- 1 Introduction -- 2 Methodology -- 2.1 Literature Review on Current Application of VR and AR in Universities in Middle East -- 2.2 Current Application of VR and AR in UAE Universities -- 2.3 Application of VR in Design Courses in AE, COE, UAEU -- 3 Results -- 4 Conclusions and Discussion -- References -- Study on the Tangible User Interface Jigsaw Puzzle for Curing ADHD/ADD Children -- 1 Introduction -- 2 Related Work -- 3 Existing Problems -- 4 Prototype Design of E-Jigsaw -- 4.1 Function Design -- 4.2 Interactive Process Design -- 5 Design of E-Jigsaw System -- 5.1 System Introduction -- 5.2 Central Control Terminal -- 5.3 Independent Intelligent Module -- 6 User Testing -- 7 Conclusion -- References -- VPlaytime: Face-to-Face Recess in Virtual Reality Classrooms -- 1 Introduction -- 2 Research Context and Concepts -- 2.1 Informal Learning Situation -- 2.2 The Impact of Extracurricular Activities on Learning -- 2.3 Learning the Behavioral Characteristics of Art and Design Major Students During Breaks -- 2.4 The Relationship Between Breaks, Virtual Reality, and Informal Learning -- 3 Informal Learning Framework in Virtual Reality -- 3.1 Intention Layer -- 3.2 Scope Layer -- 3.3 Interaction Layer -- 3.4 Situation Layer. | |
4 Informal Learning Framework in Virtual Reality -- 4.1 Virtual Café -- 4.2 Virtual Classroom -- 4.3 Virtual Hallway -- 5 Conclusion -- References -- Transdisciplinary Teaching and Learning in Summer Camp by Service Design -- 1 Background -- 1.1 Valuing Traveling More Than Delivering Knowledge -- 1.2 Lack of Interaction Between Trainer and Trainee -- 1.3 Results Float to the Surface -- 2 Analyzing -- 2.1 Solving the Problem of Valuing Traveling More Than Knowledge by Service Design Thinking -- 2.2 Optimizing Content to Increase Teaching Interaction by Service Blueprint -- 2.3 Value Co-creation Solves the Problem of Results Floating on the Surface -- 3 Case -- 3.1 Integrating Interdisciplinary Courses Through Service Design Thinking -- 3.2 Service Blueprint Throughout the Teaching Context - Mentors Pointing Out and Developing Awareness -- 3.3 Value Co-creation - Mutual Respect, Equal Co-creation, Everyone is a Designer -- 4 Conclusion -- References -- Chinese Character Learning and Platform Tool Development for Junior Primary School Student Based on Orthographic Awareness -- 1 Introduction -- 2 Method -- 3 Result -- 3.1 Orthography-Education (Year 2005 to 2021) -- 3.2 Orthography-Children-Learning (Year 1996 to 2021) -- 3.3 Orthography-Tools (Year 1996 to 2021) -- 3.4 Orthography-Platform -- 4 Discussion and Conclusion -- References -- Pair-Teamwork Effect on First Semester IT Students to Achieve Collaborative Learning Through Social Relations -- 1 Introduction -- 2 Related Work -- 3 Framework -- 4 Analysis of How the Students Responded to Pair-Teamwork -- 5 Conclusion -- 6 Future Work -- References -- Potential Attempt to Treat Attention Deficit/Hyperactivity Disorder (ADHD) Children with Engineering Education Games -- 1 Introduction -- 2 Method -- 2.1 Bibliometric Method -- 2.2 Experiment -- 3 Results. | |
3.1 "Engineering Education (EE)" and "Gamified" -- 3.2 "Attention Deficit/Hyperactivity Disorder (ADHD)" and "Gamified" -- 3.3 "Attention Deficit/Hyperactivity Disorder (ADHD) Gamified" and "Engineering Education (EE) Gamified" -- 3.4 Micro Qualitative Analysis -- 4 Ongoing Experiment -- 4.1 Result -- 5 Discussion and Conclusion -- References -- Playable Modeling: Interactive Learning Process in Science and Art -- 1 Introduction: Modeling and Its Playable Possibilities -- 2 Modeling, a Creative Methodology in Science and Art -- 2.1 The Principal, Process and Purpose of Modeling -- 2.2 Modeling Types Allow Participating -- 3 Modeling as Learning Process -- 3.1 Modeling Learning as a Social Behaviour -- 3.2 Set Model Learning as a Game -- 4 Tangram Blocks: A Possible Versatile Model -- 4.1 Tangram, the Chinese Wisdom in Puzzle Game -- 4.2 Snowflake Building Blocks, the Interlocking Blocks to Form Everything -- 4.3 Tangram Blocks, Gamified Model Combining Tangram and Snowflake Building Blocks -- 5 Implant Playable Modeling into Museum Participatory Experience -- 6 Conclusion: The Development Prospect and Future of Playable Modeling in Learning Science and Art -- References -- A Study on the Effect of Teaching Effectiveness of Online Courses and the Number of Bullet Screen -- 1 Introduction -- 2 Analysis of Offline Teaching and Online Teaching Characteristics -- 3 Relevant Research -- 4 Experimental Design -- 5 Experimental Results and Conclusions -- 5.1 Analysis of Correct Response Rate -- 5.2 Analysis of Subject Interviews -- 5.3 Experimental Conclusions -- 6 Summary and Prospect -- References -- Research on Undergraduate Classroom Teaching Quality Assurance System Based on Student Experience -- 1 Introduction -- 2 Problems in the Evaluation System of Undergraduate Classroom Teaching Quality. | |
3 Construction of Undergraduate Classroom Teaching Quality Assurance System Based on Student Experience. | |
Sommario/riassunto: | This 5-volume HCII-DUXU 2023 book set constitutes the refereed proceedings of the 12th International Conference on Design, User Experience, and Usability, DUXU 2023, held as part of the 24th International Conference, HCI International 2023, which took place in Copenhagen, Denmark, in July 2023. A total of 1578 papers and 396 posters have been accepted for publication in the HCII 2023 proceedings from a total of 7472 submissions. The papers included in this volume set were organized in topical sections as follows: Part I: Design methods, tools and practices; emotional and persuasive design; Part II: Design case studies; and creativity and design education; Part III: Evaluation methods and techniques; and usability, user experience and technology acceptance studies; Part IV: Designing learning experiences; and chatbots, conversational agents and robots: design and user experience; Part V: DUXU for cultural heritage; and DUXU for health and wellbeing. |
Titolo autorizzato: | Design, User Experience, and Usability ![]() |
ISBN: | 3-031-35708-6 |
Formato: | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione: | Inglese |
Record Nr.: | 996542670703316 |
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